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Palis Airuta

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  1. Like
    Palis Airuta reacted to Lichryre in 3rd person view + camera paning   
    I think it would be cool if there was a 3rd person view option while walking, running, jumping, or jet-packing around on planet.  Plus camera panning while doing stuff on planet. For ground combat option.
  2. Like
    Palis Airuta reacted to NQ-Wanderer in DEVBLOG: MERCURY LUA API REVAMP   
    "Hello Noveans, this is NQ-Ligo.

    Whether you’re piloting with Lua, hauling cargo on a scripted VTOL platform, controlling a factory with screens and programming boards, or simply enjoying an in-game arcade machine, Lua can impact almost every aspect of your experience in Dual Universe.

    After many years of accumulating Lua updates and additions, it’s time to revamp the Lua API of Dual Universe entirely. Our objective is to enhance and future-proof the tools available to those who create the fantastic scripts enjoyed by everyone in-game.

    WHY REVAMP LUA API?

    We must rework the Lua API to prepare it for future extensions by organizing it better, making it easier to use, and enhancing the tools available to our Lua creators. From a global point of view, the vision we have for Lua has evolved, and though we’re preparing a detailed changelog on our forum, here are some highlights:
    Restructuring of the entire Lua API. Preparing for an object-oriented approach to be ready for future evolutions. Reduce JSON use in the API to favor the use of real Lua tables. Rely much more on event-driven code to reduce player loops and server requests. Reduce the complexity of the scripts, thereby reducing their size. Add some nice-to-have features. Garner more interest in certain elements like the telemeter.  
    WHAT’S CHANGING WITH THIS LUA API REVAMP?

    With the many changes coming to the API, we wanted to give you some of the highlights, while as we said above we’ll be giving you the specifics in another communication. For now, I want to discuss some of the most significant changes with you all in this devblog:

           NEW NAMING CONVENTION

    We needed to apply a clean naming convention with this revamp to make Lua easier to use. This will become even more necessary as we expand the Lua API in the future.
    As a result, multiple functions have been renamed, but most importantly, events will receive a name change. Any event will have a prefix ‘on’ from now on, for example:
    unit.onStart() unit.onStop() system.onUpdate() system.onFlush() unit.onTimer([string] tag)  
     
           TWO NEW PERMANENT SLOTS ADDED

    As part of the API restructuring, we have decided to add two new permanent slots:
    `player` - This will represent the player using the script. Usually referred to as the "Master Player" in the current Control Unit or System API. `construct` - This will represent the construct on which the controller running the script is placed. Most of the construct-related functions were in the Core Unit API.  
    Each of these slots will have the associated functions and events and will receive some additions. Let's take the example of `construct`. You will find functions and events coming from the Core Unit API and some additions. To give you an idea, here is just a snippet of the `construct` API:
    [string] getName() : Returns the name of the construct. [int] getId() : Returns the construct unique ID. NEW [table] getOwner() : Returns the owner entity of the construct. NEW [table] getCreator() : Returns the creator entity of the construct. NEW [0 or 1] isWarping() : Checks if the construct is currently warping. NEW [int] getWarpState() : Returns the current warp state (Idle = 1, Engage = 2, Align = 3 …). NEW [0 or 1] isInPvPZone() : Checks if the construct is in the PvP zone. NEW [float] getDistanceToSafeZone() : Returns the distance between the construct and the nearest safe zone. [string] getPvPTimer() : Returns the current construct PvP timer state. [float] getMass() : Returns the mass of the construct. [float] getInertialMass() : Returns the inertial mass of the construct, calculated as 1/3 of the trace of the inertial tensor. NEW [matrix] getInertialTensor() : Returns the inertial tensor of the construct. NEW [vec3] getCenterOfMass() : Returns the position of the center of mass of the construct, in local construct coordinates. NEW [vec3] getWorldCenterOfMass() : Returns the position of the center of mass of the construct, in world coordinates. [float] getCrossSection() : Returns the construct's cross sectional surface in the current direction of movement. [vec3] getSize() : Returns the size of the building zone of the construct. NEW [vec3] getBoundingBoxSize() : Returns the size of the bounding box of the construct. NEW [vec3] getBoundingBoxCenter() : Returns the position of the center of the bounding box of the construct in local construct coordinates. [float] getMaxSpeed() : Returns the max speed along the current moving direction. [float] getMaxAngularSpeed() : Returns the max angular speed. [table] getMaxSpeedPerAxis() : Returns the max speed per axis. [table] getMaxThrustAlongAxis( [string] taglist, [vec3] CRefAxis) : Returns the construct max kinematics parameters in both atmo and space range, in newtons. NEW [float] getCurrentBrake() : Returns the current braking force generated by construct brakes. NEW [float] getMaxBrake() : Returns the maximum braking force that can currently be generated by the construct brakes.  
    The above are just a few examples. You can find more functions in the CODEX.
     
           MORE ITEM API FOR CONTAINERS AND INDUSTRY

    With the addition of the mining unit API, we also added item API to the game.
    We have since had a great interest in this type of function from our community, allowing players to get more detailed information from item IDs.
    As a result, we have decided to integrate it into multiple APIs for items or containers. For example:
    NEW [int] element.getItemId() : Returns the element item ID. NEW [int] weapon.getAmmo() : Returns the item ID of the currently equipped ammo. NEW [int] engine.getFuelId() : Returns the item ID of the fuel currently used by the engine. NEW [event] industry.onStarted( [int] id, [float] quantity) : Emitted when the Industry Unit has started a new production process. NEW [event] industry.onCompleted( [int] id, [float] quantity) : Emitted when the Industry Unit has completed a run. NEW [int] core.getElementItemIdById(uid): Returns the item ID of the Element, identified by its local UID. NEW [table] container.getContent() (old getItemsList): Returns a table describing the contents of the container, as a pair itemId and quantity per slot.  
           CHANGING CONTAINER API

    Reading the contents of a container is one of our most widely used features, but there has always been a problem. Its current implementation allows players to make ten requests as quickly as they would like, followed by a wait time of five minutes. This has caused spikes in server requests on our end and has been impractical for players.
     
    We will change this behavior to allow you to make a content request with a fixed minimum delay of 30 seconds between two requests made with the `updateContent()` method.
     
    As before, receiving content from the server triggers the `onContentUpdate()` event allowing you to get the contents with the `getContent()` function. We have also made the updateContent function return the time left before the next request to give our players better tracking of the process.

           CLICK WITH LUA

    We’re adding a simple but often requested function; a mouse click for Lua!

    Left-click, named ‘leftMouse’, has been added as a Lua action, triggering the onActionStart, onActionStop and onActionLoop events.
    For design and security reasons, Lua will only detect left mouse clicks when not in use by the game. So if you click on a widget or in your inventory UI, Lua won't detect it.

    We’re excited to see what our talented coders in-game will make of this tool!
     
           MAKE THE LIGHTS FLASH
     

     
    In the past, we added the possibility of making light-elements glow with color components set to higher than 255. However, this caused graphical issues, and we had to remove the feature.

    We are reintroducing this feature with Mercury but limiting it to a maximum factor of 5. And at the same time, we are changing the color format from 0-255 to 0-1 and 0-5 for HDR colors for consistency.

    We will convert the color property of all existing light elements deployed in the game.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------

    Many other changes and additions will be included with this revamp. There are so many that it would not be practical to cover them all in a general devblog, but we hope this small selection will inspire your creative spirit!
     
    WILL ALL MY SCRIPTS BE BROKEN?

    Although we consider this revamp necessary, we still want to give you time to transition and adapt your systems and allow your scripts’ users to continue using them during this transition.
    To simplify the transition, we will deprecate all of the current API from Mercury, which means that the current functions and events will remain functional for a time but will not be referenced in the CODEX anymore, nor visible on the UI for events.
    You will then receive a warning when using a deprecated function or event for the first time.
    Please note: This depreciation will be time-limited. The goal is to remove all of the old API by the game’s launch. Along with other factors, we will need to release a new-API version of the default flight configuration before removing the depreciation. We will continue to assess whether removing the old API before launch is possible, and we’ll keep you apprised.

    HOW CAN I CHECK THE UPCOMING API CHANGES?

    Given the extent of the changes, we have chosen not to list them all in this devblog. The list of changes is very long, so our goal is to try and post a detailed forum thread with all changes and we have published a mock API on the official Github to allow you to prepare yourself as well as possible.

    CONCLUSION

    We hope you are excited, as players and creators, by the few changes mentioned here, especially about the new opportunities for all to enjoy that our passionate Lua community will create in Dual Universe. Our goal with the revamp is to push the door to future possibilities, evolutions, and additions for Lua. 

    We'll be looking to go even further in the future and provide you with more tools to create content for other players.

    As always, we appreciate your feedback and opinions, so please feel free to come and share your thoughts and ideas on this forum thread! We look forward to seeing you there.

    Yours truly,
    NQ Ligo"
     
  3. Like
    Palis Airuta reacted to NQ-Nyota in MERCURY: PTS OPENS JUNE 16TH   
    Attention, Noveans: The Public Test Server (PTS) is opening on Thursday, June 16th, at 13:30 UTC and ending on Monday, June 20th, at 09:00 UTC.
     
    The Mercury update brings many new features to Dual Universe. You can explore the Alioth Exchange, see the latest visual improvements such as our implementation of Global Illumination, or test the Lua API revamp first hand. Join the PTS for a first look.
     
    You’ll find the full list of Mercury’s additions here. We hope you’ll enjoy what our latest update has to offer! 
     
    Your feedback is critical for our efforts to fine-tune Dual Universe. Please help us create the best version of the game that we can by joining the test session and sharing your thoughts and your feedback with us here.
     
    Mercury is planned for mid-summer 2022.
  4. Like
    Palis Airuta reacted to Novean-61657 in UPDATE: MERCURY (0.30) - discussion thread   
    They might not want to bring anyone back with these changes, but keep those that show up...
  5. Like
    Palis Airuta reacted to EasternGamer in UPDATE: MERCURY (0.30) - discussion thread   
    I wanna give my take on player-markets: they're a great concept but likely terrible in practice.
    You're right, a player run economy is one the game's main pillars. 

    However, much like usual, almost all trade is done in the main market, though now that NQ has added space market, it's more like 70% of trade is done in one market.
    Having player markets won't change that, you're just adding more clutter most of the time, the market system is only the interface to allow the player to sell and buy stuff. As long as the interface exists, you have the ability and agency to sell and buy stuff. Player markets really are just like artificial coloring added to your jellybeans, it isn't somehow required for a player-run economy. (Ignoring the fact that markets act as an intermediary for storage)

    Secondly, player markets only make sense when the scale of your operation kicks off, when you can reasonably produce enough to make a dent in the trade volume, and in that sense you're late mid-game to late game.

    Also, being beholden to a 6-year-old post is just simply dumb. "Oh hey, please read and implement exactly what you thought up and talked about 6 years ago even though it doesn't make sense anymore because you said it."
    It's like that meme, just replacing "standard" with "market". My drawing sucks. But you get the point, hopefully.

     
  6. Like
    Palis Airuta reacted to NQ-Wanderer in UPDATE: MERCURY (0.30)   
    Summer approaches and with it comes Mercury, our next update to Dual Universe.

    As Cyrille Fontaine, our Creative Director, mentioned in his letter, our focus is currently on polish, and Mercury is no exception. This update also brings new features such as The Alioth Exchange, better lighting to improve visuals, Summer DACs, and more.

    Read on for an overview.
     
    THE ALIOTH EXCHANGE

    We’re about to deploy a new installation in the heart of Alioth where players can apply to build a display to advertise and sell their creations. Applications will be open to all players who want to advertise their ship shops, markets, Lua Scripts, organizations, voxel libraries, or anything else that they create.
    More details about, ‘The Alioth Exchange,’ will be available in an upcoming dedicated post.
     

     Note: constructs featured are samples only.

    CONTINUED GRAPHICAL UPGRADES
     
    We’re tackling illumination, vegetation, and explosion visual effects with the Mercury Update. You’ll find that the game world will be more radiant and realistic with our new global illumination, vegetation asset fixes will improve the look of foliage in the game, and whether you’re fighting or simply crashing a ship, you can enjoy more vibrant explosions.
     

     
    SUMMER DACs
     
    We’re implementing a separate, test version of DACs, allowing every active player to invite a friend to try Dual Universe free for one month. 
    These Summer DACs are separate from real DACs, and will not impact your accrued pool of DACs from crowdfunding packages when gifted. 
    One Summer DAC will be given to every active player and can only be redeemed by new accounts not yet subscribed to the game. They will expire by the end of the summer if not used. Summer DACs should allow us to test our web-based DAC system before the game’s release while offering your friends a chance to try the game for free!

    NOVEAN OVERVIEW

    We're adding an in-game interface which provides an overview of your general account information and unlocked possessions. We’ll expand this feature moving forward, but in Mercury, you’ll be able to see your unlocked cosmetic skins in a dedicated tab.
     

     
    LUA API
     
    Our vision for Lua has evolved over the years and with the new directions we’ve taken, it’s become necessary to entirely revamp our Lua API. These changes will future-proof the API and make it better serve the game by improving and tidying the system. We’re starting this process in Mercury. 
     
    Naturally, such a major change will come with an enormous changelog, but to give you a brief overview of what’s coming ahead, we’re going to:
     
    Restructure the entire Lua API Prepare an object-oriented approach to be ready for future evolutions. Reduce the use of JSON in the API to favor the use of real Lua tables. Rely more on event-driven code to reduce player loops and server requests. Reduce the complexity and size of scripts Add some of the, ‘nice to have,’ features Add further points of interest to some elements such as the telemeter.  
    To summarize, our goal with this update is to reset the API and prepare it for future evolutions. Rest assured that your codes will still work in Mercury and that we’ll give you ample time to adapt your creations.
     
    TALENT POINT RESET

    Every character will have their talent points refunded back to their pool with the Mercury Update. While we must perform this reset for technical reasons related to upgrading our systems, this is also an opportunity for players to refocus talents into different areas and try new ‘builds’, or to simply correct training away from unwanted talents.
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------
    As always, we’ll publish a series of articles delving deeper into Mercury’s features, but for now, thank you for reading, Noveans! We’re excited to move forward with Mercury and are eager to hear your thoughts in this forum thread.
     
     
  7. Like
    Palis Airuta reacted to NQ-Ligo in UPDATE: MERCURY (0.30) - discussion thread   
    It seems that this information has not been detailed, but the panel overview contains two pages, home (home icon) and skins.
    So if it can reassure you, the home page will contain general information like :
     - Current balance
     - Current owned constructs (with the maximum based on your talents)
     - Current territories count (with the X/5 HQ reserved)
     - Linked container range
     - Current calibration charges (with maximum based on your talents)
     - Charge regeneration time (based on your talents)

    Don't worry about values, developer accounts have super-powerful talents.😁

  8. Like
    Palis Airuta reacted to NQ-Kyrios in A LETTER FROM OUR CREATIVE DIRECTOR   
    Hello, Noveans!
     
    I’m Cyrille Fontaine, Creative Director here at Novaquark. These are exciting times and I wanted to give everyone an overview of our objectives and direction for Dual Universe.
     
     
    A game like Dual Universe is a never ending labor of love and ongoing development, but there is a point when you just need to assess if it is ready for a release. After close to two years of testing and numerous major additions to the game, we have decided to prepare the game for launch.
     
    Development of Dual Universe continues at full speed, and we’re spending the lion’s share of our focus right now on fixing bugs, stabilizing the game, improving our back-end systems, and overall continuing to polish the game.
     
    We’re close to deploying a brand new feature that we expect will be a hub for creators and merchants alike to gather and present themselves to other players. It’ll be open to anyone who wishes to participate and advertise their shop, museum, service, or any other point of interest.
     
    We’re also working hard to deliver our promises to our Kickstarter backers that supported us from the beginning. We’re searching for a new shipping partner to deliver the physical rewards as well as delivering the digital rewards through the major game updates of 2022. We’re also implementing an initial web-based version of DACs.
     
      Our team continues to analyze game data and read your feedback to focus our efforts on where we can be most effective, and this means that our plans can change with developments in the game, but looking to the future, I want to share some of what we currently have planned in upcoming content updates for Dual Universe.
     
    Flotillas are a new feature we’re developing that will allow players to form temporary groups of constructs. These will help in identifying friend from foe, assuming your foes haven’t already infiltrated your squad. This will improve many different aspects of group play ranging from fleet engagements, running convoys, piracy, and more.
     
    Another gameplay feature we’re looking to add is recycling, which would enable players to better manage their inventories by turning parts of broken or unwanted elements back into components.
     
    We want to expand PvE with the goal of helping players bring the game-world to life and improving the story in which everyone experiences the game. The mission system is one area of focus for this goal in developing more complex, interconnected, and lore-oriented objectives. 
    We’re also developing a power management system. A good way to consider how energy will work is to look at how construct maximum speeds have changed. Players must decide how to specialize each ship, and similarly, must make choices on how best to distribute power across their constructs.
     
    We want to increase the quantity of discovered planets and moons as well as new aspects, biomes and gameplay opportunities, and to produce planetoids the size of big asteroids, much like the Thades belt rocks, but claimable as a territory.
     
    One of the most resource-intensive features that we have to tackle is planetary warfare. It brings significant change to the game and, before we can achieve it, we have to bring PvP in general to a more mature state. We know that territory warfare is an important game system to many of you, so continue to help us improve PvP by engaging in fights to generate data for us to analyze and continue to improve the system.
     
    There are also many other features that we are looking to improve or introduce in the future.
     
     
    Now, let’s discuss the topic of a reset.
     
    We have seen your many posts across Discord, our forums and social media. We’ve heard your frustration and know that many of you are waiting for a decision about whether or not we will reset. Let me assure you that no matter what we decide, you will not be reset back to square one. Of the different options we’ve been discussing in case of a reset, we are certain that you will keep your core blueprints, including blueprints owned by an organization that you lead. We are also looking into which other important parts of your game progress could be kept if we do reset.
     
    Yes, the internal discussion about a possible reset does continue, and it’s no exaggeration to say that this is the most significant decision we currently have to make for Dual Universe. We appreciate our players and your engagement with us, but I also want everyone to know that all of us here at Novaquark are eagerly awaiting the day we can share concrete news with you.
     
    That is all for this message. Until next time, thank you for your attention, Noveans!
    Please don't hesitate to provide your feedback here.
    - Cyrille Fontaine (NQ-Kyrios)
  9. Like
    Palis Airuta reacted to NQ-Nyzaltar in Hey NQ how is that Wipe Discussion Going?   
    - Was the wipe decided months ago? No. There are still some scenarios without a wipe and some scenarios with a wipe being discussed. Some may have a personal belief on the topic. That doesn't mean their belief is the reality.
    - Are you making any progress? Yes.
    - Are any of the wipe details confirmed yet? As the final decision hasn't been made yet, it's difficult to share any relevant detail.
    - Which things can you say are certain? For the reason explained above, we can't say anything at the moment.
    - Is there a proposed launch date yet? No, we don't have any info to share on the topic at the moment.
    We (the whole Novaquark team) do know that not being able to give you any information of the topic yet is less than ideal and we do understand your frustration. Once we will have all the information on the topic, we will share it with you as soon as possible. In the meantime, please stick to the already existing forum threads, "Shedding Light On a Novaquark Discussion" and "Ongoing Discussions". Opening new threads on the topic won't make the answer come faster and will just be closed the same way as the previous ones.

    Thank you for your understanding.

    Best Regards,
    Nyzaltar.
  10. Like
    Palis Airuta reacted to Blackbeard06 in The siege of Gamma   
    Here is my video from the battle, DU pvp from one point of view isn't that very exciting so I did my best on making it interesting. 
     
  11. Like
    Palis Airuta reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Recently, I've been working on a photography art series called "Art of the Metaverse" 🎨 
     
    The images were all filmed in-game during 2020 & 2021 and re-imagined with Adobe Lightroom (mobile edition) to enhance and/or colorize the content within the screenshots. Photoshop was not used. The series does not represent how the game looks (now or then). Rather, all pieces in the series are intended to be an artistic interpretation of Dual Universe.
     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     


     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     
    Hope you enjoy these. 
     
    Sincerely,
    Geo
  12. Like
    Palis Airuta reacted to Blackbeard06 in The siege of Gamma   
    I'm not heavy on PVP and this was my 2nd time engaged in it. Regardless it was one of the moments I had the most fun in DU.
     
    I've collected some stats on the operation and got a lot of video (47gb worth!) I plan to release my video later this week, but here is the info I've managed to collect;
     
    Operation Hunter-Seeker Stats: (Siege of Gamma)
    1B+ quanta donations to launch the operation
    10k warp cells just to 1 way warp 56 ships from our L Carrier

    33+ players from various orgs who were apart of the first wave (Empire, BOO, CVA, Penrose, SB Nation, CYT, IC, CRN, MSI, UA)
    56 ships brought on first wave,
    reinforcement waves came in from time to time, but most where help up engaging Legion ships elsewhere
    150+ on site by 1.5 hours in engagement
     
    War Effort Estimation:
    Legion 55 Kills
    Oblivion 35 Kills
    Alien Core Won & Lost, but we managed to destroy assets on core
    3 +/-  billion quanta in ships destroyed

     
  13. Like
    Palis Airuta got a reaction from Walter in The siege of Gamma   
    As a non PvP player let me say that this was pretty amazing. Interestingly it seems, there is a lot of strategy, planning, logistics, subterfuge, all the elements that make combat quite compelling. Two things stood out, one was we all had a great time, lots of laughs interspersed with OMG nooooo.... Secondly the servers didn't seem to miss a beat with 150 ships on grid engaging each other. Sure there are bugs but pretty smooth gameplay. Still thinking about it two days later and cant wait to get back out there. 
  14. Like
    Palis Airuta got a reaction from Omukuumi in The siege of Gamma   
    As a non PvP player let me say that this was pretty amazing. Interestingly it seems, there is a lot of strategy, planning, logistics, subterfuge, all the elements that make combat quite compelling. Two things stood out, one was we all had a great time, lots of laughs interspersed with OMG nooooo.... Secondly the servers didn't seem to miss a beat with 150 ships on grid engaging each other. Sure there are bugs but pretty smooth gameplay. Still thinking about it two days later and cant wait to get back out there. 
  15. Like
    Palis Airuta got a reaction from Caerus in The siege of Gamma   
    As a non PvP player let me say that this was pretty amazing. Interestingly it seems, there is a lot of strategy, planning, logistics, subterfuge, all the elements that make combat quite compelling. Two things stood out, one was we all had a great time, lots of laughs interspersed with OMG nooooo.... Secondly the servers didn't seem to miss a beat with 150 ships on grid engaging each other. Sure there are bugs but pretty smooth gameplay. Still thinking about it two days later and cant wait to get back out there. 
  16. Like
    Palis Airuta got a reaction from Metsys in The siege of Gamma   
    As a non PvP player let me say that this was pretty amazing. Interestingly it seems, there is a lot of strategy, planning, logistics, subterfuge, all the elements that make combat quite compelling. Two things stood out, one was we all had a great time, lots of laughs interspersed with OMG nooooo.... Secondly the servers didn't seem to miss a beat with 150 ships on grid engaging each other. Sure there are bugs but pretty smooth gameplay. Still thinking about it two days later and cant wait to get back out there. 
  17. Like
    Palis Airuta got a reaction from Nayropux in The siege of Gamma   
    As a non PvP player let me say that this was pretty amazing. Interestingly it seems, there is a lot of strategy, planning, logistics, subterfuge, all the elements that make combat quite compelling. Two things stood out, one was we all had a great time, lots of laughs interspersed with OMG nooooo.... Secondly the servers didn't seem to miss a beat with 150 ships on grid engaging each other. Sure there are bugs but pretty smooth gameplay. Still thinking about it two days later and cant wait to get back out there. 
  18. Like
    Palis Airuta reacted to Honvik in Alien Core Battle - Other side perspective   
    Note - Firstly we thought Alien Cores in lockdown don't produce items but apparently they do.  It still takes a significant amount of time to get it into lockdown but anyway not sure if thats correct or not.   A group of us have randomly been hitting cores on and off due to numbers.  Secondly from asking NQ we wrongly assumed if the Core/Base shield goes down and we capture it then the base shield goes up and we capture it
     
    The Preparation
     
    With the majority of the PvP base in Legion plans went on behind to secretly arm non-PvPer's to a huge event before the impending wipe decision, a lot of our PvP'ers have paused with NQ's post about a wipe.   For props Deadrank/Caerus contacted with a potential idea to gather a group of orgs and equally arm, provide logistics support for one final event but also a good way to give NQ feedback.  They had built warp sleds to carry vessels and other orgs built ships and poked their non-PvP players so a very raw and quick into PvP for many.
     
    The Day
     
    The day had finally come to give it a go.  Prep was completed and the gathering point confirmed.  Forces from multiple orgs were ready and an rough plan was formed.  A fake attack was made (maybe more too) but the bulk of the fleet was near the Alien Core.  Orgs/Groups were split into comms with A 'Siege wing' sole role to target the core (Reality is they should have just shot ships now what we know).  We knew Legion potentially had a 'Warp Beacon' Nearby so knew it had to be as quick as possible as unfortunately if your the attacker you really are limited compared to the defender who could keep warping more ships in.  We had around 30 people to start with which is a mammoth amount of people (this increased slightly as more joined in) but one of us was dropping off 'decoy' ships just to mess up the radar (they even had weapon looking stuff on them!).
     
    Transponders were broken still as NQ did not fix it in time so this was even more of a challenge with a huge list, people new to scripts/Lua.  
     
    The fight begun with one of us blasting in to spot a couple of Legion Ships.  We did call out core ID's to target but this was a newly formed force so no simple task at all.  I personally was chasing a L ship for a period and swung back to the core to assist.  The L cores of our group begun battering the Base shield with others targeting legion ships (core ID's).  Our channel had the bulk of people and it was a little chaotic.  I had personally split off with a few Legion ships and chased an L core which I successfully Cored and with more on radar for me it was to quickly get off grid to vent my shield (was low).  I rejoined the fold closely and we were still at that point successfully coring Legion allied ships but equally ours were slowly being popping off, then rapidly more and more Legion ships appeared.
     
    The tide had totally turned quickly.  Multiple ships, multiple double/triple seater ships (A lot of ours were single seater things) all targeting people with ease.  Some allied forces had already begun to flee unbeknown to the core group but the Alien core shield was still going down.   It was obvious without the people and ships it was only a matter of time before it was a full retreat.
     
    It was at this point a few ships named the same as Legion and strafed into the fold to keep hitting the core.  The shield was close to breaking point.  It was at this time at 1% shield I failed to escape and at 1.8SU away one final shot hit me and BOOM.............  I did however exit in time to float about in space.  I managed to fly to the core in case we needed to repair to capture it.
     
    At this time Lovoda finally made it on 'grid' his ship opened up onto the Alien Core and BOOM the core died.  A few of us frantically tried to repair the core and they did so we thought huzzar! we won the day.  Sadly this was not the case in fact Legion blew it up within minutes (we did delete some plasma and took 1 that's it).  Thinking it was a bug one of us kept coming back with a ship and kept re-coring it or we flew to a wreck and reactivated old ships that had cores stored in their containers.  Honestly we thought it was a bug so kept going!.
     
    Running out of throw away ships, wrecks to use we called it a day.  I guess we thought wrongly if the core died, repaired its yours with a shield.   So its good feedback to know that is not the case.
     
    Anyway this was a blast but that was the last made hussar from the group.  Reality is you equally needed a trained PvP group to combat another PvP group so well played to Legion it was an absolute blast and more importantly the SERVERS HELD UP WITHOUT MAJOR LAG!!!!!!!!
     
    Thank you to all who made it happen and turned up.
     
    NQ has lots to do but this certainly has given food for thought
     
    Honvik
    Premier of the Empire
  19. Like
    Palis Airuta reacted to Omukuumi in The siege of Gamma   
    With the Athena update we decided to hold 3-4 alien cores, the goal being to test our ability to defend multiple cores.

    The harsh reality of alien cores
    In response, our enemies have put our cores in lockdown ~fifteen times, sometimes 4 on the same day, forcing us to organize ourselves well to allow everyone to come home from work, eat, take care of their family or simply rest. For having a minimum number of people at the end of each lockdown, just in case.
    The ends of lockdown follow one another and still nothing on radars, the regularity required by this feature prevents us from pirating on asteroids or pipes as we did before, but the various changes have not reinforced either the interest of them, the motivation is therefore less and less perceptible and it becomes a chore to come and defend...
    So we come to this evening of May 21, 4 cores are in lockdown;
    Gamma, Theta, Iota and Zeta
    Theta and Gamma are respectively under siege at 18:24 UTC and 18:56 UTC, knowing that it takes 20 minutes to secure a core without enemies, the timing is tight but nothing can tell at this moment that our enemies will take advantage of it...

    A well thought out plan
    18:36 UTC, Theta in siege but without contacts, when suddenly the announcement falls: "CONTACT ON THETA"
    10 to 15 ships on radars, the fight is easily managed but a large part of our fleet is therefore in combat lock for the next 10 minutes, preventing warp, and an attack on Gamma begins to grow in our heads. Taking advantage of the combat lock to loot some of the enemy ships, meanwhile another group forms, alerted by the first attack and start moving in direction of Gamma.
    18:58 UTC, Gamma in siege and the dreaded announcement drops: "24 CONTACTS ON GAMMA"
    We are all surprised and at the same time excited, @here and @everyone appears on the various discords to call Legion for mobilization, we've been waiting for this moment for a long time, impossible to miss it!
    We get together in voice, we regroup in the same place in game and we jump into the fray. Focus announcements follow one another, but more surprisingly, there are not 24 contacts but 50... 70... 100... (we reached 150 contacts on the radar at one point, allies and enemies). Several ships are dummys, but the enemy is really numerous, we will have to be disciplined and use our experience in PVP but also as a group.
    The confrontation was complex, the previous patch broke the radars and transponders, impossible to sort the contacts on the radar and even less those who change their name like ours (our entire fleet bore the name "WONDU" on its ships), but LUA scripts save us and maintain some semblance of order in this nameless mess.
    The station sees its shield descend little by little, an alt left on it allows us to follow it live, protecting the core is impossible without killing all our enemies, it must get out of the 10 minutes of combat lock to recharge its shield. It ends up being core, we manage to regain control, the core itself is not enough, we have to hold these 10 minutes. Unfortunately the timer is constantly reset, even after taking advantage of the fight; the dead ships then repaired by our enemies, the incessant comings and goings of small fast ships and those bearing our tag, it's almost mission impossible to prevent them from approaching, the fight drags on so long as we almost destroyed the entire enemy fleet.

    The Liberation
    "30 seconds left" (combat timer on alien core)
    Announced in voicecom, still no hostile contact... When suddenly a M core appear, rushing to the alien core.
    "15"
    Some of our remaining forces are concentrated on him, the burst is violent but it's not enough.
    "10"
    He is at 80km from the core, almost dead but he still represents the last threat of these long hours of confrontation.
    "OHNO OHNO OHNO HE IS SHOOTING [filtered] MY LIFE"
    ...
    "IT'S REPAIRED"
    Nerd screams, phew of relief, Legion held on but not without difficulty.

    A big GG to everyone, even if the game is clearly not the most pleasant for PVP currently, it's events like this that make the game live. Bravo for the organization, the execution and the destruction of the core. We had a lot of trouble keeping our precious plasmas

    Some stats about those fight
    The opposing forces: Legion vs "Empire, BOO, CVA, Penrose, CYT, IC, CRN, MSI, SB Nation, UA and I think another 1 or 2, just a handful from each, think IC had the most, but mostly new to PvP"
    +/- 150 ships involved
    ~40 Legion members at the end
    More than 3 hours of fight
    45+ wrecks still close to Gamma this morning
    Very very little amount of stasis
    Too much ammo fired
    Too much kills
    Not enough transponder xD
     
     
  20. Like
    Palis Airuta reacted to SomeOtherIdiot (SOI) in Ask Aphelia Episode #2 - Discussion Thread.   
    You have killed the player base with bringing up the wipe. Yet you still have nothing for us. Please at least give us a time frame or something.
    I love the game, but please gives us some details.
  21. Like
    Palis Airuta reacted to NQ-Wanderer in DUAL ACCESS COUPONS - STATUS UPDATE   
    Hello, Noveans!
     
    We have good news: DACs are coming to Dual Universe! As many of you already know, DACs are an important feature of the game’s economy, allowing players to gain game time with quanta. We will initially be releasing a website-based DACs system in the coming months and will then be further developing the system moving forward.

    WHAT IS A DAC?
     
    A Digital Access Coupon (DAC) is equivalent to a month of subscription. Think of it as a digital coupon that you can use to gain 30 days of subscription time or transfer to another player. 

    HOW CAN I REDEEM AND TRANSFER DACs?

    Players will interact with this first iteration of DACs on our website. You’ll be able to see an overview of your DACs and be able to redeem as many as you’d like in exchange for game time. You’ll also be able to find other players by searching for their name and transfer DACs to them, but in order to receive DACs, a player must first have an account or create one on our website. There are no limits to the amount of DACs that may be transferred from one account to another.
    You will also be able to view your DACs history, giving you an overview of previous transactions.

    HOW DO I GET DACs?
     
    The initial set of DACs being released has already been purchased by our Kickstarter backers through the Founder and Supporter packages. You can however receive DACs from any player who has already purchased them, for example in exchange for quanta, allowing you to buy Dual Universe game time using your in-game assets, or to gift game time to friends.
     
     
    Just as a reminder, we wish to reinforce that this is only the first iteration of DACs in Dual Universe. We’ll be adding to this system over time and will work on integrating DACs into the game as an item that can be traded directly from a market. As always, we welcome your thoughts and look forward to reading your feedback in this forum thread.
     
  22. Like
    Palis Airuta reacted to blazemonger in ASK APHELIA EPISODE #1- Discussion thread   
    The coment about the wipe.. 
    Please stop pretending and just say it.. You are mere months away from release and while the details may be not entirely set, you will have made the decision on whether to wipe or not. I will not buy that this is not he case as that would mean you, as NQ really are on the wrong trajectory entirely. Just a quick comment to circumvent the issue is really not good enough. having a generic statement which just rehashes what you said previsouly, which is increasingly unrealistic, is rather sus..
     
    Build box
    do not really see the relevance overall, this, at best, shoudl actually be a very low priority and setting expectations as "it can be done" really is not the right answer
     
    DSAT tutorial
    The answer should be yes.. DSAT is really pretty simple UI based "minigame" a tutorial should not take that much time.
     
    Optimizations
    It feels like NQ doe snot really understand the concept or what it requires and talks about stuff in the periphery of the topic, which is concerning
     
    Small weapon ranges
    This answer felt like NQ is moving even further away from space combat and is trying to gamify it even further to the point where it is going to be entirely unrealistic or immersive.. 
     
     
    Overall, this was a very underwhelming podcast which follows the general NQ line of being vague, missing the point, exposing hte disconnect with the ciopmmunity and avoiding the tough questions for fairly generic ones.
     
    Please, do better.
     
     
  23. Like
    Palis Airuta reacted to NQ-Nyzaltar in Community Portal: Alpha 3 transitional state   
    Hi everyone!
     
    With the Alpha 3 deployment around the corner and the RDMS implementation, we had to make significant changes in the background by connecting organizations data available on the Community Portal to the organizations data that will be available in-game. As it is a "Work in Progress", the Community Portal will switch in "Read Only" mode for the time being, to limit the probability of technical issues.
     
    During this transitional period, All management actions for the organizations will be done in-game.
    You will also note that the number of legates per organizations isn't displayed anymore.
    We are aware the situation isn't ideal, but it's a temporary and necessary step.
     
    Update: Wednesday, January 22th, 16:15 UTC
     
    What's the current situation?
    To be clear:
    - Posting/Editing News have been deactivated on the Community Portal.
    - It will still be possible to post/edit News on the Community Portal through the in-game User Interface (assuming you have the proper rights to do such thing).
    - Posting/Editing News will remain in a minimal state for the time being (only simple text. HTML code for formating options and image insertion will came back later).
    - Posting/Editing News directly through the Community Portal should come back at a later stage.
    - The "Join Organization / Accept application" feature remains active.
    - The applications pending before the maintenance today should still be there after.
    - Features such promoting or demoting a member will now exclusively in-game (as the process may now involve other game mechanics).
    - Displaying the number of legates on the Organization Ranking page has been deactivated (as an intermediary step of the coming changes in the future).
     
    What's coming in the future?
    (please keep in mind that the features described below are work in progress and might change before their release)
     
    Organization Ranking by the number of Active Members.
    As the Community Portal will evolve, we plan to display the number "Active Members" and the number "Honorary Members" for each organization in the future.
    The Organization Ranking will be done by the number of Active Members in decreasing order.
     
    What will be "Active Members" and "Honorary Members"?
    "Honorary Members" accounts will be accounts that have joined an organization on the Community Portal but haven't access to the game.
    "Active Members" accounts will be accounts that have joined an organization on the Community Portal and have access to the game.
    Accounts joining an organization directly in-game will be automatically validated as "Active Members" in an organization.
    Only "Active Members" will be eligible to legate status, as most organization management actions will be only possible in-game.
     
    Why planning this?
    This is planned for two reasons:
    1) To give a better visibility for newcomers regarding the activity potential of each organization (which can impact the decision of joining one organization or another).
    2) To discourage unfair practices such as creating ghost accounts and making them join an org to inflate artificially its size (and get undeserved visibility).
     
    Best Regards,
    The Novaquark Team.
     
  24. Like
    Palis Airuta reacted to NQ-Wanderer in ADDED ACCOUNT SECURITY: ENABLE TWO-FACTOR AUTHENTICATION   
    Novaquark is releasing Two-Factor Authentication (2FA) for added account security for our Dual Universe players. 2FA is simple yet effective: it adds an extra layer of protection to your account. As Dual Universe moves forward, we want to reward those players who choose to opt in. On top of the benefits of added account security, players will also receive the following rewards in-game:


     
    Talents: One million free skill points* added to your available pool. Money: Five hundred thousands quanta* of it, to be exact. Fashion: An exclusive skin for your programming boards to show off your commitment to security:
     
    *These figures may be revised in the future
     
    HOW IT WORKS

    You can enable or disable 2FA in the ‘security,’ section of your account at www.dualuniverse.game/account/security at any time. Once you have enabled 2FA, your in-game rewards will be delivered to your account the next time you login.  
    When 2FA is enabled, in addition to your password, you will be required to enter a one-time code that is generated by an authenticator app on your phone when attempting to log in.
    We hope you’ll enjoy flying through Helios with added peace of mind. Share your thoughts on the implementation of 2FA here!
     
  25. Like
    Palis Airuta reacted to NQ-Deckard in Beta 1 Release Notes. Last updated on September 8th   
    Hello Noveans,
     
    We have released hotfix today, DU is now in version 0.29.5 the changes can be found below:
     
    Improvements
    [UI] Achievement unlocked centered notification is now in front of most panels.
    Bug Fixes
    Fixed speeder step that failed to deploy (“speeder too far”). Fixed Force respawning during landing that locked the player. Fixed elevators that wouldn’t work underwater.
    [UI] Fixed sorting not working on the territory tab in the wallet panel.  
    Thank you all for your support!
    - Deckard
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